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Accessing to the save/load game data
#19
(11-20-2018, 08:05 AM)Loïc Wrote: ^^
If I remember right, you need to increase the size of your rom to 16mbit (2 097 152 bytes). It still my work if the size is greater.
The way Neopop works, it load the full rom in memory, and apply the savegame to the image in ram.
If the rom is not big enough, it won't be able to write your savegame in it.

If you don't see how to fill the difference between your rom size and the required size, I can send you a small perl code that could do the job.

You could also try to copy a full game after tours :
windows :
copy /b your_rom.ngp + kof-r1.ngp Your_big_enough_rom.ngp
unix :
cat your_rom.ngp kof-r1.ngp > Your_big_enough_rom.ngp

that should do the trick.

hahaha ok, I didn't know that the minimum rom size would be 16Mb. Will you be able to send to me this perl code?

For the moment, I did the union of two roms like you explain here and it works, I generate a rom bigger than 2 097 152 bytes now. I want to try the save/load methods.

Thanks for your explanations, it's being very helpful. I have a programming knowledge in others languages but not of assembly, when I see something like this:


Code:
__ASM("rWDCR        EQU    0x6f");


The following happens to me:
[Image: 5333488-8748381247-200.g.gif]
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Messages In This Thread
Accessing to the save/load game data - by KeiDash - 11-14-2018, 11:38 PM
RE: Accessing to the save/load game data - by KeiDash - 11-20-2018, 06:30 PM

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